Hello! I’m Woody the Mortar Mauler (twitch/twitter), leader of /r/CRRedditAlpha, here today with a guide for a deck that I navigated above the 4K trophy mark and to the top of the 800-player SMC tournament. I have been playing Mortar decks for a long time and find the siege-burn archetype to provide a gameplay experience that requires a high level of planning and strategy. Read on to learn about the strengths and weaknesses of this deck or check out my 15-game winstreak for in-game footage here.
The decklist is as follows:
- Minion Horde
- Mini P.E.K.K.A
- Ice Wizard
The overall strategy is to utilize elixir-positive trades on defense to deploy an unanswerable Mortar (siege) or to launch a massive counterattack (burn). This deck does not rely on an Elixir Collector to build an advantage, opting instead for cheap, versatile cards that work well on offense and defense.
Mortar is used primarily on offense, where it can be deployed right here (or in the same position mirrored on the left side). Note that it is one tile below the bridge and one tile toward the side of the arena, relative to the road between the towers. This position keeps the Mortar in range of the enemy tower, while minimizing distractions played by your opponent and maximizing your ability to defend the Mortar. This deployment is best supported by either Ice Wizard or Princess and protected by a Tombstone or Mini P.E.K.K.A, depending on how your opponent responds to the Mortar. A Minion Horde may also defend the Mortar against enemies like Balloon or Inferno Tower.
Mortar can also be deployed as a distraction by placing it directly on the river in the center of the arena. This will pull in troops that target buildings, while offering the Mortar a chance to fire on the enemy tower. Finally, Mortar can be played purely defensively in the center of the arena where you may otherwise place a Cannon or Tesla. This deployment may be necessary to handle massive beatdown decks that rely on Three Musketeers as their win condition.
Miner is a versatile attacker perfect at destroying an Elixir Collector or Princess, while tanking hits to protect a counterattacking Minion Horde or Mini P.E.K.K.A. His specialized role has been covered in-depth by Orange Juice here. The budget replacement could be to include an Elixir Collector of your own or a Valkyrie for counterattack potential.
Minion Horde delivers a whopping 504 DPS at Level 9 under Tournament Rules and is your primary damage-dealer, capable of melting enemies with high hitpoints and swarms alike. Best used as a surprise to obliterate heavy ground-based attacks, the Murderball flies high and moves fast for fantastic counterattack potential. Minion Horde is also indispensible in taking out the dreaded Giant/Ballon combination or for ambushing Sparky! Their mortal enemies are Fire Spirits and Arrows, however many players just use Zap to weaken the Horde and let their tower finish them off. If that’s their best response, send a Miner to their tower to soak the hits. Now fly, fly!
Mini P.E.K.K.A has a respectable pool of hitpoints and deals massive damage with each swing. On defense, deploy her directly on top of her intended target to ensure she connects. She is the best single-card response to Royal Giant and Hog Rider, both of which represent a significant threat to Mortar decks. When supported by Ice Wizard, Princess, or Zap, she can even tear through a group of Barbarians. As with the Minion Horde, the Mini P.E.K.K.A represents a huge threat on offense when paired with the Miner.
Princess offers an incomparable level of value on both defense and offense. She is the siege archetype personified and is essentially irreplaceable in the deck. Deploy her reactively to pick off slower units crossing toward your side or drop her directly in the bridge to secure some chip damage on the enemy tower. She should very rarely be played behind your towers, as this gives your opponent the chance to snipe her with a Princess of their own or drop Arrows/Poison to take her out while dealing damage to your tower. The budget replacement could be Spear Goblins.
Ice Wizard is arguably the best defensive card in the game. His ability to neutralize swarms and slow down bigger enemies is unique and invaluable. He provides excellent support for the Mortar and is a great card to play proactively because he works well in combination with nearly every other card in the deck. He even works surprisingly well with the Miner on counterattacks! The budget replacement could be Musketeer.
Tombstone is the unconventional pick to defend against enemies who target buildings. The skeletons it spawns provide a buffer for your Mortar or Mini P.E.K.K.A on offense, while distracting and destroying enemies on defense. Tombstone can be played proactively or defensively in the center, diagonally in front of a Mortar, or directly under a Royal Giant to push him off of your tower and soak three hits from him.
Zap is a highly situational card that has the potential to fizzle or offer the best value of any card in the game. Unsurprisingly, it topped my last Global Top 100 Card Popularity Snapshot as well as the recent Tournament Metagame Card Popularity Snapshot from my clanmate /u/bellator_gaius. Used defensively, Zap should be held to kill a Goblin Barrel or reset a Sparky. Once again, Orange Juice provides the best tutorial on the use of this card.
Thanks for reading! I hope you’ve enjoyed this guide for my Mortar-Miner-Minion Horde siege-burn deck. I will hang around this post to answer any questions that you may have. I hope you’ll tune in and follow my Twitch stream for more epic Mortar gameplay. If you want to read more, head over to my last article about Lessons from the Clash Royale Tournament Scene.